Abstract

For this study, we reviewed theoretical background of STEAM education and domestic and international case studies in STEAM education. By doing so, we developed and applied the STEAM Education Program through the use of Scratch. This program is designed for the 3rd (“Energy and Tools”) and 4th (“Combustion and Extinguishing”) lessons of 6th graders’ science in elementary school. As a result, the creativity index and positive attitude about science of the students who went through the researched program increased with meaningful difference compared to that of the sample population. The result of this study shows that ‘The STEAM Education Program,’ using Scratch, can improve creativity. And it is sure that it brings positive changes for the Science Related Affective Domains.

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